não entendi a aba que vc está falando, qndo vc fala hi já não abre essa aba do npc?
Npc De Report...ajuda Pra Acrecentar Algumas Coisas Rep+ 3 Dias Seguidos
Por Diley007, 14 de mai. de 2012 em Scripts
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Grupo: Artesão
Registrado: 17/01/12
Posts: 137
Reputação: -1
Char no Tibia: Nao Tenho

n, tipo tem Default e Server log ai vc fala com o npc e ele fala pelo default, ai todos os players conseguem ver...
mais eu acho que ta aqui:
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback), sera que e ali ??
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nada a ver, se quer tirar isso faz o seguinte:
NPC > lib > npcsystem > npchandler.lua
troque:
-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end
local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback()) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid)
self:releaseFocus(cid)
self:say(msg)
end
end
end
end
-- Greets a new player.
function NpcHandler:greet(cid)
if(cid ~= 0) then
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:getMessage(MESSAGE_GREET)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
self:addFocus(cid)
self:say(msg, cid)
end
end
end
end
por
-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end
local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback()) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid)
self:releaseFocus(cid)
end
end
end
end
-- Greets a new player.
function NpcHandler:greet(cid)
if(cid ~= 0) then
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:getMessage(MESSAGE_GREET)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_PLAYERSEX] = getMrSex(cid) }
msg = self:parseMessage(msg, parseInfo)
self:addFocus(cid)
self:say(msg, cid)
end
end
end
end
vai fazer com que só fale na aba do npc
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Grupo: Artesão
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Char no Tibia: Nao Tenho

nada a ver, se quer tirar isso faz o seguinte:
NPC > lib > npcsystem > npchandler.lua
troque:
-- Makes sure the npc un-focuses the currently focused player function NpcHandler:unGreet(cid) if(not self:isFocused(cid)) then return end local callback = self:getCallback(CALLBACK_FAREWELL) if(callback == nil or callback()) then if(self:processModuleCallback(CALLBACK_FAREWELL)) then if(self.queue == nil or not self.queue:greetNext()) then local msg = self:getMessage(MESSAGE_FAREWELL) local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) } msg = self:parseMessage(msg, parseInfo) self:say(msg, cid) self:releaseFocus(cid) self:say(msg) end end end end -- Greets a new player. function NpcHandler:greet(cid) if(cid ~= 0) then local callback = self:getCallback(CALLBACK_GREET) if(callback == nil or callback(cid)) then if(self:processModuleCallback(CALLBACK_GREET, cid)) then local msg = self:getMessage(MESSAGE_GREET) local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) } msg = self:parseMessage(msg, parseInfo) self:say(msg) self:addFocus(cid) self:say(msg, cid) end end end end
por
-- Makes sure the npc un-focuses the currently focused player function NpcHandler:unGreet(cid) if(not self:isFocused(cid)) then return end local callback = self:getCallback(CALLBACK_FAREWELL) if(callback == nil or callback()) then if(self:processModuleCallback(CALLBACK_FAREWELL)) then if(self.queue == nil or not self.queue:greetNext()) then local msg = self:getMessage(MESSAGE_FAREWELL) local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid), [TAG_PLAYERSEX] = getMrSex(cid) } msg = self:parseMessage(msg, parseInfo) self:say(msg, cid) self:releaseFocus(cid) end end end end -- Greets a new player. function NpcHandler:greet(cid) if(cid ~= 0) then local callback = self:getCallback(CALLBACK_GREET) if(callback == nil or callback(cid)) then if(self:processModuleCallback(CALLBACK_GREET, cid)) then local msg = self:getMessage(MESSAGE_GREET) local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_PLAYERSEX] = getMrSex(cid) } msg = self:parseMessage(msg, parseInfo) self:addFocus(cid) self:say(msg, cid) end end end end
vai fazer com que só fale na aba do npc
ta dando erro na hora de colocar serv on
[16/05/2012 11:46:05] [Error - Npc interface]
[16/05/2012 11:46:05] data/npc/lib/npc.lua
[16/05/2012 11:46:05] Description:
[16/05/2012 11:46:06] data/npc/lib/npcsystem/npchandler.lua:36: '=' expected near 'NpcHandler'
[16/05/2012 11:46:06] Warning: [NpcScriptInterface::loadNpcLib] Cannot load data/npc/lib/npc.lua
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ah sim, passei o errado, o meu tem uma função extra que esqueci de remover:
-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end
local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback()) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg, cid)
self:releaseFocus(cid)
end
end
end
end
-- Greets a new player.
function NpcHandler:greet(cid)
if(cid ~= 0) then
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:getMessage(MESSAGE_GREET)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
self:addFocus(cid)
end
end
end
end
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Grupo: Artesão
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Posts: 137
Reputação: -1
Char no Tibia: Nao Tenho

ah sim, passei o errado, o meu tem uma função extra que esqueci de remover:
-- Makes sure the npc un-focuses the currently focused player function NpcHandler:unGreet(cid) if(not self:isFocused(cid)) then return end local callback = self:getCallback(CALLBACK_FAREWELL) if(callback == nil or callback()) then if(self:processModuleCallback(CALLBACK_FAREWELL)) then if(self.queue == nil or not self.queue:greetNext()) then local msg = self:getMessage(MESSAGE_FAREWELL) local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) } msg = self:parseMessage(msg, parseInfo) self:say(msg, cid) self:releaseFocus(cid) end end end end -- Greets a new player. function NpcHandler:greet(cid) if(cid ~= 0) then local callback = self:getCallback(CALLBACK_GREET) if(callback == nil or callback(cid)) then if(self:processModuleCallback(CALLBACK_GREET, cid)) then local msg = self:getMessage(MESSAGE_GREET) local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) } msg = self:parseMessage(msg, parseInfo) self:say(msg) self:addFocus(cid) end end end end
cara mesmo erro, tem que mudar alguma coisa no npc.lua eu acho
[16/05/2012 11:46:05] [Error - Npc interface]
[16/05/2012 11:46:05] data/npc/lib/ npc.lua
[16/05/2012 11:46:05] Description:
[16/05/2012 11:46:06] data/npc/lib/npcsystem/npchandler.lua:36: '=' expected near 'NpcHandler'
[16/05/2012 11:46:06] Warning: [NpcScriptInterface::loadNpcLib] Cannot load data/npc/lib/ npc.lua
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então você copiou ou colocou algo á mais/menos na lib
da uma olhada
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Grupo: Artesão
Registrado: 17/01/12
Posts: 137
Reputação: -1
Char no Tibia: Nao Tenho

então você copiou ou colocou algo á mais/menos na lib
da uma olhada
n tudo certim ![]()
cara melhor tem como fazer pelo codigo do npc ficar com uma cor, tipo so queria isso pra destacar...
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage = 787544
local delaytime = 120
local a = "data/logs/report.txt"
local f = io.open(a, "a+")
if isInArray({"reportar"}, msg) then
if (getPlayerStorageValue(cid, storage) <= os.time()) then
npcHandler:say("digite o seu report (ai mudar a cor so onde ta escrito report)", cid)
talkState[talkUser] = 1
else
npcHandler:say("You must wait " .. getPlayerStorageValue(cid, storage) - os.time() .. " seconds to report.", cid)
talkState[talkUser] = 0
end
elseif talkState[talkUser] == 1 then
setPlayerStorageValue(cid, storage, os.time()+delaytime)
npcHandler:say("Obrigado e Boa Sorte", cid)
f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..msg..".\n\n----------------------------------------------------------\n")
f:close()
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
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me manda seu msn, que eu vou olhar a sua lib
info
Grupo: Artesão
Registrado: 17/01/12
Posts: 137
Reputação: -1
Char no Tibia: Nao Tenho

me manda seu msn, que eu vou olhar a sua lib
odirley007@hotmail.com
@Vodkart, eu fiquei interessado nessa lib para pokemon um server de poke, será q tem como fazer uma? eu posto minha lib aq
-- Advanced NPC System (Created by Jiddo),
-- Modified by Talaturen.
if(NpcHandler == nil) then
-- Constant talkdelay behaviors.
TALKDELAY_NONE = 0 -- No talkdelay. Npc will reply immedeatly.
TALKDELAY_ONTHINK = 1 -- Talkdelay handled through the onThink callback function. (Default)
TALKDELAY_EVENT = 2 -- Not yet implemented
-- Currently applied talkdelay behavior. TALKDELAY_ONTHINK is default.
NPCHANDLER_TALKDELAY = TALKDELAY_ONTHINK
-- Constant conversation behaviors.
CONVERSATION_DEFAULT = 0 -- Conversation through default window, like it was before 8.2 update.
CONVERSATION_PRIVATE = 1 -- Conversation through NPCs chat window, as of 8.2 update. (Default)
--Small Note: Private conversations also means the NPC will use multi-focus system.
-- Currently applied conversation behavior. CONVERSATION_PRIVATE is default.
NPCHANDLER_CONVBEHAVIOR = CONVERSATION_PRIVATE
-- Constant indexes for defining default messages.
MESSAGE_GREET = 1 -- When the player greets the npc.
MESSAGE_FAREWELL = 2 -- When the player unGreets the npc.
MESSAGE_BUY = 3 -- When the npc asks the player if he wants to buy something.
MESSAGE_ONBUY = 4 -- When the player successfully buys something via talk.
MESSAGE_BOUGHT = 5 -- When the player bought something through the shop window.
MESSAGE_SELL = 6 -- When the npc asks the player if he wants to sell something.
MESSAGE_ONSELL = 7 -- When the player successfully sells something via talk.
MESSAGE_SOLD = 8 -- When the player sold something through the shop window.
MESSAGE_MISSINGMONEY = 9 -- When the player does not have enough money.
MESSAGE_NEEDMONEY = 10 -- Same as above, used for shop window.
MESSAGE_MISSINGITEM = 11 -- When the player is trying to sell an item he does not have.
MESSAGE_NEEDITEM = 12 -- Same as above, used for shop window.
MESSAGE_NEEDSPACE = 13 -- When the player don't have any space to buy an item
MESSAGE_NEEDMORESPACE = 14 -- When the player has some space to buy an item, but not enough space
MESSAGE_IDLETIMEOUT = 15 -- When the player has been idle for longer then idleTime allows.
MESSAGE_WALKAWAY = 16 -- When the player walks out of the talkRadius of the npc.
MESSAGE_DECLINE = 17 -- When the player says no to something.
MESSAGE_SENDTRADE = 18 -- When the npc sends the trade window to the player
MESSAGE_NOSHOP = 19 -- When the npc's shop is requested but he doesn't have any
MESSAGE_ONCLOSESHOP = 20 -- When the player closes the npc's shop window
MESSAGE_ALREADYFOCUSED = 21 -- When the player already has the focus of this npc.
MESSAGE_PLACEDINQUEUE = 22 -- When the player has been placed in the costumer queue.
-- Constant indexes for callback functions. These are also used for module callback ids.
CALLBACK_CREATURE_APPEAR = 1
CALLBACK_CREATURE_DISAPPEAR = 2
CALLBACK_CREATURE_SAY = 3
CALLBACK_ONTHINK = 4
CALLBACK_GREET = 5
CALLBACK_FAREWELL = 6
CALLBACK_MESSAGE_DEFAULT = 7
CALLBACK_PLAYER_ENDTRADE = 8
CALLBACK_PLAYER_CLOSECHANNEL = 9
CALLBACK_ONBUY = 10
CALLBACK_ONSELL = 11
-- Addidional module callback ids
CALLBACK_MODULE_INIT = 12
CALLBACK_MODULE_RESET = 13
-- Constant strings defining the keywords to replace in the default messages.
TAG_PLAYERNAME = '|PLAYERNAME|'
TAG_ITEMCOUNT = '|ITEMCOUNT|'
TAG_TOTALCOST = '|TOTALCOST|'
TAG_ITEMNAME = '|ITEMNAME|'
TAG_QUEUESIZE = '|QUEUESIZE|'
NpcHandler = {
keywordHandler = nil,
focuses = nil,
talkStart = nil,
idleTime = 90,
talkRadius = 3,
talkDelayTime = 5000, -- Seconds to delay outgoing messages.
queue = nil,
talkDelay = 5000,
callbackFunctions = nil,
modules = nil,
shopItems = nil, -- They must be here since ShopModule uses "static" functions
messages = {
-- These are the default replies of all npcs. They can/should be changed individually for each npc.
[MESSAGE_GREET] = 'Welcome, |PLAYERNAME|! I have been expecting you.',
[MESSAGE_FAREWELL] = 'Good bye, |PLAYERNAME|!',
[MESSAGE_BUY] = 'Do you want to buy |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONBUY] = 'It was a pleasure doing business with you.',
[MESSAGE_BOUGHT] = 'Bought |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_SELL] = 'Do you want to sell |ITEMCOUNT| |ITEMNAME| for |TOTALCOST| gold coins?',
[MESSAGE_ONSELL] = 'Thank you for this |ITEMNAME|, |PLAYERNAME| gold.',
[MESSAGE_SOLD] = 'Sold |ITEMCOUNT|x |ITEMNAME| for |TOTALCOST| gold.',
[MESSAGE_MISSINGMONEY] = 'Sorry, you don\'t have enough money.',
[MESSAGE_NEEDMONEY] = 'You do not have enough money.',
[MESSAGE_MISSINGITEM] = 'You don\'t even have that item, |PLAYERNAME|!',
[MESSAGE_NEEDITEM] = 'You do not have this object.',
[MESSAGE_NEEDSPACE] = 'You do not have enough capacity.',
[MESSAGE_NEEDMORESPACE] = 'You do not have enough capacity for all items.',
[MESSAGE_IDLETIMEOUT] = 'Next, please!',
[MESSAGE_WALKAWAY] = 'How rude!',
[MESSAGE_DECLINE] = 'Not good enough, is it... ?',
[MESSAGE_SENDTRADE] = 'Here\'s my offer, |PLAYERNAME|. Don\'t you like it?',
[MESSAGE_NOSHOP] = 'Sorry, I\'m not offering anything.',
[MESSAGE_ONCLOSESHOP] = 'Thank you, come back when you want something more.',
[MESSAGE_ALREADYFOCUSED]= '',
[MESSAGE_PLACEDINQUEUE] = '|PLAYERNAME|, please wait for your turn. There are |QUEUESIZE| customers before you.'
}
}
-- Creates a new NpcHandler with an empty callbackFunction stack.
function NpcHandler:new(keywordHandler)
local obj = {}
obj.callbackFunctions = {}
obj.modules = {}
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
obj.focuses = {}
obj.talkStart = {}
else
obj.queue = Queue:new(obj)
obj.focuses = 0
obj.talkStart = 0
end
obj.talkDelay = {}
obj.keywordHandler = keywordHandler
obj.messages = {}
obj.shopItems = {}
setmetatable(obj.messages, self.messages)
self.messages.__index = self.messages
setmetatable(obj, self)
self.__index = self
return obj
end
-- Re-defines the maximum idle time allowed for a player when talking to this npc.
function NpcHandler:setMaxIdleTime(newTime)
self.idleTime = newTime
end
-- Attackes a new keyword handler to this npchandler
function NpcHandler:setKeywordHandler(newHandler)
self.keywordHandler = newHandler
end
-- Function used to change the focus of this npc.
function NpcHandler:addFocus(newFocus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(self:isFocused(newFocus)) then
return
end
table.insert(self.focuses, newFocus)
else
self.focuses = newFocus
end
self:updateFocus()
end
NpcHandler.changeFocus = NpcHandler.addFocus --"changeFocus" looks better for CONVERSATION_DEFAULT
-- Function used to verify if npc is focused to certain player
function NpcHandler:isFocused(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for k,v in pairs(self.focuses) do
if v == focus then
return true
end
end
return false
end
return (self.focuses == focus)
end
-- This function should be called on each onThink and makes sure the npc faces the player it is talking to.
-- Should also be called whenever a new player is focused.
function NpcHandler:updateFocus()
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
doNpcSetCreatureFocus(focus)
return
end
end
doNpcSetCreatureFocus(0)
else
doNpcSetCreatureFocus(self.focuses)
end
end
-- Used when the npc should un-focus the player.
function NpcHandler:releaseFocus(focus)
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
if(not self:isFocused(focus)) then
return
end
local pos = nil
for k,v in pairs(self.focuses) do
if v == focus then
pos = k
end
end
table.remove(self.focuses, pos)
self.talkStart[focus] = nil
closeShopWindow(focus) --Even if it can not exist, we need to prevent it.
self:updateFocus()
else
closeShopWindow(focus)
self:changeFocus(0)
end
end
-- Returns the callback function with the specified id or nil if no such callback function exists.
function NpcHandler:getCallback(id)
local ret = nil
if(self.callbackFunctions ~= nil) then
ret = self.callbackFunctions[id]
end
return ret
end
-- Changes the callback function for the given id to callback.
function NpcHandler:setCallback(id, callback)
if(self.callbackFunctions ~= nil) then
self.callbackFunctions[id] = callback
end
end
-- Adds a module to this npchandler and inits it.
function NpcHandler:addModule(module)
if(self.modules == nil or module == nil) then
return false
end
module:init(self)
if(module.parseParameters ~= nil) then
module:parseParameters()
end
table.insert(self.modules, module)
return true
end
-- Calls the callback function represented by id for all modules added to this npchandler with the given arguments.
function NpcHandler:processModuleCallback(id, ...)
local ret = true
for i, module in pairs(self.modules) do
local tmpRet = true
if(id == CALLBACK_CREATURE_APPEAR and module.callbackOnCreatureAppear ~= nil) then
tmpRet = module:callbackOnCreatureAppear(unpack(arg))
elseif(id == CALLBACK_CREATURE_DISAPPEAR and module.callbackOnCreatureDisappear ~= nil) then
tmpRet = module:callbackOnCreatureDisappear(unpack(arg))
elseif(id == CALLBACK_CREATURE_SAY and module.callbackOnCreatureSay ~= nil) then
tmpRet = module:callbackOnCreatureSay(unpack(arg))
elseif(id == CALLBACK_PLAYER_ENDTRADE and module.callbackOnPlayerEndTrade ~= nil) then
tmpRet = module:callbackOnPlayerEndTrade(unpack(arg))
elseif(id == CALLBACK_PLAYER_CLOSECHANNEL and module.callbackOnPlayerCloseChannel ~= nil) then
tmpRet = module:callbackOnPlayerCloseChannel(unpack(arg))
elseif(id == CALLBACK_ONBUY and module.callbackOnBuy ~= nil) then
tmpRet = module:callbackOnBuy(unpack(arg))
elseif(id == CALLBACK_ONSELL and module.callbackOnSell ~= nil) then
tmpRet = module:callbackOnSell(unpack(arg))
elseif(id == CALLBACK_ONTHINK and module.callbackOnThink ~= nil) then
tmpRet = module:callbackOnThink(unpack(arg))
elseif(id == CALLBACK_GREET and module.callbackOnGreet ~= nil) then
tmpRet = module:callbackOnGreet(unpack(arg))
elseif(id == CALLBACK_FAREWELL and module.callbackOnFarewell ~= nil) then
tmpRet = module:callbackOnFarewell(unpack(arg))
elseif(id == CALLBACK_MESSAGE_DEFAULT and module.callbackOnMessageDefault ~= nil) then
tmpRet = module:callbackOnMessageDefault(unpack(arg))
elseif(id == CALLBACK_MODULE_RESET and module.callbackOnModuleReset ~= nil) then
tmpRet = module:callbackOnModuleReset(unpack(arg))
end
if(not tmpRet) then
ret = false
break
end
end
return ret
end
-- Returns the message represented by id.
function NpcHandler:getMessage(id)
local ret = nil
if(self.messages ~= nil) then
ret = self.messages[id]
end
return ret
end
-- Changes the default response message with the specified id to newMessage.
function NpcHandler:setMessage(id, newMessage)
if(self.messages ~= nil) then
self.messages[id] = newMessage
end
end
-- Translates all message tags found in msg using parseInfo
function NpcHandler:parseMessage(msg, parseInfo)
local ret = msg
for search, replace in pairs(parseInfo) do
ret = string.gsub(ret, search, replace)
end
return ret
end
-- Makes sure the npc un-focuses the currently focused player
function NpcHandler:unGreet(cid)
if(not self:isFocused(cid)) then
return
end
local callback = self:getCallback(CALLBACK_FAREWELL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_FAREWELL)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_FAREWELL)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:releaseFocus(cid)
self:say(msg)
end
end
end
end
-- Greets a new player.
function NpcHandler:greet(cid)
if(cid ~= 0) then
local callback = self:getCallback(CALLBACK_GREET)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_GREET, cid)) then
local msg = self:getMessage(MESSAGE_GREET)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
if #msg >= 1 then
self:say(msg)
else
end
self:addFocus(cid)
end
end
end
end
-- Handles onCreatureAppear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_APPEAR callback.
function NpcHandler:onCreatureAppear(cid)
local callback = self:getCallback(CALLBACK_CREATURE_APPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_APPEAR, cid)) then
--
end
end
end
-- Handles onCreatureDisappear events. If you with to handle this yourself, please use the CALLBACK_CREATURE_DISAPPEAR callback.
function NpcHandler:onCreatureDisappear(cid)
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self:isFocused(cid)) then
self:unGreet(cid)
end
end
end
end
-- Handles onCreatureSay events. If you with to handle this yourself, please use the CALLBACK_CREATURE_SAY callback.
function NpcHandler:onCreatureSay(cid, class, msg)
local callback = self:getCallback(CALLBACK_CREATURE_SAY)
if(callback == nil or callback(cid, class, msg)) then
if(self:processModuleCallback(CALLBACK_CREATURE_SAY, cid, class, msg)) then
if(not self:isInRange(cid)) then
return
end
if(self.keywordHandler ~= nil) then
if((self:isFocused(cid) and (class == TALKTYPE_PRIVATE_PN or NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT)) or not self:isFocused(cid)) then
local ret = self.keywordHandler:processMessage(cid, msg)
if(not ret) then
local callback = self:getCallback(CALLBACK_MESSAGE_DEFAULT)
if(callback ~= nil and callback(cid, class, msg)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
else
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkStart[cid] = os.time()
else
self.talkStart = os.time()
end
end
end
end
end
end
end
-- Handles onPlayerEndTrade events. If you wish to handle this yourself, use the CALLBACK_PLAYER_ENDTRADE callback.
function NpcHandler:onPlayerEndTrade(cid)
local callback = self:getCallback(CALLBACK_PLAYER_ENDTRADE)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_ENDTRADE, cid, class, msg)) then
if(self:isFocused(cid)) then
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
local msg = self:parseMessage(self:getMessage(MESSAGE_ONCLOSESHOP), parseInfo)
self:say(msg, cid)
end
end
end
end
-- Handles onPlayerCloseChannel events. If you wish to handle this yourself, use the CALLBACK_PLAYER_CLOSECHANNEL callback.
function NpcHandler:onPlayerCloseChannel(cid)
local callback = self:getCallback(CALLBACK_PLAYER_CLOSECHANNEL)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_PLAYER_CLOSECHANNEL, cid, class, msg)) then
if(self:isFocused(cid)) then
self:unGreet(cid)
end
end
end
end
-- Handles onBuy events. If you wish to handle this yourself, use the CALLBACK_ONBUY callback.
function NpcHandler:onBuy(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local callback = self:getCallback(CALLBACK_ONBUY)
if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
if(self:processModuleCallback(CALLBACK_ONBUY, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
--
end
end
end
-- Handles onSell events. If you wish to handle this yourself, use the CALLBACK_ONSELL callback.
function NpcHandler:onSell(cid, itemid, subType, amount, ignoreCap, inBackpacks)
local callback = self:getCallback(CALLBACK_ONSELL)
if(callback == nil or callback(cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
if(self:processModuleCallback(CALLBACK_ONSELL, cid, itemid, subType, amount, ignoreCap, inBackpacks)) then
--
end
end
end
-- Handles onThink events. If you wish to handle this yourself, please use the CALLBACK_ONTHINK callback.
function NpcHandler:onThink()
local callback = self:getCallback(CALLBACK_ONTHINK)
if(callback == nil or callback()) then
if(NPCHANDLER_TALKDELAY == TALKDELAY_ONTHINK) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for cid, talkDelay in pairs(self.talkDelay) do
if(talkDelay.time ~= nil and talkDelay.message ~= nil and os.time() >= talkDelay.time) then
selfSay(talkDelay.message, cid)
self.talkDelay[cid] = nil
end
end
elseif(self.talkDelay.time ~= nil and self.talkDelay.message ~= nil and os.time() >= self.talkDelay.time) then
selfSay(self.talkDelay.message)
self.talkDelay.time = nil
self.talkDelay.message = nil
end
end
if(self:processModuleCallback(CALLBACK_ONTHINK)) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
for pos, focus in pairs(self.focuses) do
if(focus ~= nil) then
if(not self:isInRange(focus)) then
self:onWalkAway(focus)
elseif((os.time() - self.talkStart[focus]) > self.idleTime) then
self:unGreet(focus)
else
self:updateFocus()
end
end
end
elseif(self.focuses ~= 0) then
if(not self:isInRange(self.focuses)) then
self:onWalkAway(self.focuses)
elseif(os.time()-self.talkStart > self.idleTime) then
self:unGreet(self.focuses)
else
self:updateFocus()
end
end
end
end
end
-- Tries to greet the player with the given cid.
function NpcHandler:onGreet(cid)
if(self:isInRange(cid)) then
if(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_PRIVATE) then
if(not self:isFocused(cid)) then
self:greet(cid)
return
end
elseif(NPCHANDLER_CONVBEHAVIOR == CONVERSATION_DEFAULT) then
if(self.focuses == 0) then
self:greet(cid)
elseif(self.focuses == cid) then
local msg = self:getMessage(MESSAGE_ALREADYFOCUSED)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid) }
msg = self:parseMessage(msg, parseInfo)
if #msg >= 1 then
self:say(msg)
else
end
else
if(not self.queue:isInQueue(cid)) then
self.queue:push(cid)
end
local msg = self:getMessage(MESSAGE_PLACEDINQUEUE)
local parseInfo = { [TAG_PLAYERNAME] = getCreatureName(cid), [TAG_QUEUESIZE] = self.queue:getSize() }
msg = self:parseMessage(msg, parseInfo)
self:say(msg)
end
end
end
end
-- Simply calls the underlying unGreet function.
function NpcHandler:onFarewell(cid)
self:unGreet(cid)
end
-- Should be called on this npc's focus if the distance to focus is greater then talkRadius.
function NpcHandler:onWalkAway(cid)
if(self:isFocused(cid)) then
local callback = self:getCallback(CALLBACK_CREATURE_DISAPPEAR)
if(callback == nil or callback(cid)) then
if(self:processModuleCallback(CALLBACK_CREATURE_DISAPPEAR, cid)) then
if(self.queue == nil or not self.queue:greetNext()) then
local msg = self:getMessage(MESSAGE_WALKAWAY)
local parseInfo = { [TAG_PLAYERNAME] = getPlayerName(cid) }
msg = self:parseMessage(msg, parseInfo)
self:releaseFocus(cid)
self:say(msg)
end
end
end
end
end
-- Returns true if cid is within the talkRadius of this npc.
function NpcHandler:isInRange(cid)
local distance = getDistanceTo(cid) or -1
if(distance == -1) then
return false
end
return (distance <= self.talkRadius)
end
-- Resets the npc into it's initial state (in regard of the keyrodhandler).
-- All modules are also receiving a reset call through their callbackOnModuleReset function.
function NpcHandler:resetNpc()
if(self:processModuleCallback(CALLBACK_MODULE_RESET)) then
self.keywordHandler:reset()
end
end
-- Makes the npc represented by this instance of NpcHandler say something.
-- This implements the currently set type of talkdelay.
-- shallDelay is a boolean value. If it is false, the message is not delayed. Default value is false.
function NpcHandler:say(message, focus, shallDelay)
local shallDelay = shallDelay or false
if(NPCHANDLER_TALKDELAY == TALKDELAY_NONE or not shallDelay) then
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
selfSay(message, focus)
return
else
selfSay(message)
return
end
end
-- TODO: Add an event handling method for delayed messages
if(NPCHANDLER_CONVBEHAVIOR ~= CONVERSATION_DEFAULT) then
self.talkDelay[focus] = {
message = message,
time = os.time() + self.talkDelayTime,
}
else
self.talkDelay = {
message = message,
time = os.time() + self.talkDelayTime
}
end
end
end
info
Grupo: Artesão
Registrado: 17/01/12
Posts: 137
Reputação: -1
Char no Tibia: Nao Tenho

me manda seu msn, que eu vou olhar a sua lib
odirley007@hotmail.com
vlw ![]()
duvida sanada
info
Grupo: Herói
Registrado: 20/05/10
Posts: 3.4k
Reputação: +1.5k
Gênero: Masculino

local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage = 787544
local delaytime = 120
local a = "data/logs/time1.txt"
local f = io.open(a, "a+")
local pos = {x = 160, y = 54 , z = 7}
if isInArray({"reportar"}, msg) then
if (getPlayerStorageValue(cid, storage) <= os.time()) then
selfSay('digite o seu report por favor?', cid)
talkState[talkUser] = 1
else
selfSay('You must wait ' .. getPlayerStorageValue(cid, storage) - os.time() .. ' seconds to report.')
talkState[talkUser] = 0
end
elseif talkState[talkUser] == 1 then
if (string.len(msg) > 10 and string.len(msg) < 90) then
npcHandler:say("tem certeza que deseja reportar: "..msg.."? {yes}", cid)
selfSay('tem certeza que deseja reportar: '..msg..'? {yes}')
str = msg
talkState[talkUser] = 2
else
selfSay('minimo 10 letras e máximo 90 letras, incluindo espaços', cid)
end
elseif msgcontains(msg, 'yes') and talkState[talkUser] == 2 then
setPlayerStorageValue(cid, storage, os.time()+delaytime)
selfSay('Obrigado, nos agradecemos a sua colaboraçao', cid)
f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..str..".\n\n----------------------------------------------------------\n")
f:close()
doTeleportThing(cid, pos)
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
elseif msg == "no" and talkState[talkUser] >= 1 then
selfSay("tudo bem então.", cid)
str = nil
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())






info
Grupo: Artesão
Registrado: 17/01/12
Posts: 137
Reputação: -1
Char no Tibia: Nao Tenho
tipo queria quando voce falace com o npc abrice uma aba do npc (aquela que as letras ficam azul), que nao tivesse fila tipo chega um player fala hi ai o outro tem que esperar ele sair pra falar com o npc (se chegasse 20 players o npc atendesse), que tivesse resposta final tipo no meu caso o player chega fala hi, reportar e o npc pede o report quando o player falar o report o npc fizesse uma ultima pergunta: tem certeza que deseja reportar "report que o player escreveu" ai se o player falar nao voltasse tudo de novo ai ele tera que falar o report denovo, e se falar sim o player automaticamente e teleportado para determinado lugar...
bom e isso REP+ 3 dias seguidos, talvez ate mais se eu estiver muito feliz
o npc e esse aqui:
local keywordHandler = KeywordHandler:new()
local npcHandler = NpcHandler:new(keywordHandler)
NpcSystem.parseParameters(npcHandler)
local talkState = {}
function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end
function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end
function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end
function onThink() npcHandler:onThink() end
function creatureSayCallback(cid, type, msg)
if(not npcHandler:isFocused(cid)) then
return false
end
local talkUser = NPCHANDLER_CONVbehavior == CONVERSATION_DEFAULT and 0 or cid
local msg = string.lower(msg)
local storage = 787544
local delaytime = 120
local a = "data/logs/time1.txt"
local f = io.open(a, "a+")
if isInArray({"reportar"}, msg) then
if (getPlayerStorageValue(cid, storage) <= os.time()) then
npcHandler:say("digite o seu report por favor", cid)
talkState[talkUser] = 1
else
npcHandler:say("You must wait " .. getPlayerStorageValue(cid, storage) - os.time() .. " seconds to report.", cid)
talkState[talkUser] = 0
end
elseif talkState[talkUser] == 1 then
setPlayerStorageValue(cid, storage, os.time()+delaytime)
npcHandler:say("Obrigado, nos agradecemos a sua colaboraçao", cid)
f:write(""..getPlayerName(cid).." reported a bug at " .. os.date("%d %B %Y - %X.", os.time()) .."\n "..msg..".\n\n----------------------------------------------------------\n")
f:close()
talkState[talkUser] = 0
npcHandler:releaseFocus(cid)
end
return TRUE
end
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())
npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback)
npcHandler:addModule(FocusModule:new())